Pixelation

Critique => Pixel Art => Topic started by: kalphablue on March 15, 2016, 06:32:24 pm

Title: Drew a castle scene thing, I used 10 colors (if that counts outlines and such)
Post by: kalphablue on March 15, 2016, 06:32:24 pm
(http://i.imgur.com/k2YBsTK.png)
*edit* Thanks for the help with the image tag thinger.
Title: Re: Drew a castle scene thing, I used 10 colors (if that counts outlines and such)
Post by: MysteryMeat on March 15, 2016, 10:14:02 pm
to implement it you paste the direct link to the image in between the [img][ /img] blocks.

so for example, it would be like [img ] cubes.png [/ img], but without the spaces.

As for critique, I'd say perspective is off, like it's tilting towards the camera. A combination of factors is causing this, from the lack of detail at the base compared to the top to the castle's crest being tilted, as well as the lack of a discernable "base", what with it being hidden behind the grass.

Also kind of hard to see the guy against those hills, but that may simply be my color blindness acting up.
Title: Re: Drew a castle scene thing, I used 10 colors (if that counts outlines and such)
Post by: kalphablue on March 16, 2016, 02:58:13 am
to implement it you paste the direct link to the image in between the [img][ /img] blocks.

so for example, it would be like [img ] cubes.png [/ img], but without the spaces.

As for critique, I'd say perspective is off, like it's tilting towards the camera. A combination of factors is causing this, from the lack of detail at the base compared to the top to the castle's crest being tilted, as well as the lack of a discernable "base", what with it being hidden behind the grass.

Also kind of hard to see the guy against those hills, but that may simply be my color blindness acting up.

Alright, thanks. I'm working on a game and when I was drawing some of the assets, I hadn't decided if it was gonna be a 2d sidescroller or a top-down RPG. Also, I'm leaning towards colorblindness; the guy uses the same colors as the castle.
Title: Re: Drew a castle scene thing, I used 10 colors (if that counts outlines and such)
Post by: Decroded on March 16, 2016, 06:22:38 am
You'll probably get better help if u edit ur post and add the img tags and also if u can repost the image at 1:1 scale as the forum has built in zooming.
Title: Re: Drew a castle scene thing, I used 10 colors (if that counts outlines and such)
Post by: Roach on March 16, 2016, 08:05:39 am
(http://i.imgur.com/k2YBsTK.png) here you go  :crazy:
Just quote this post if you'd like to see how this was done.
Your light source is quite cell shaded. try working on cast shadows.
Title: Re: Drew a castle scene thing, I used 10 colors (if that counts outlines and such)
Post by: kalphablue on March 16, 2016, 02:35:32 pm
(http://i.imgur.com/k2YBsTK.png) here you go  :crazy:
Just quote this post if you'd like to see how this was done.
Your light source is quite cell shaded. try working on cast shadows.

Thanks for the image tag! Also, yeah, I should start adding shadows. Using only light values is a holdover from a style I used for different, non-pixel art a few years ago.
Title: Re: Drew a castle scene thing, I used 10 colors (if that counts outlines and such)
Post by: Glak on March 16, 2016, 03:56:47 pm
MysteryMeat is right about the guy blending into the hills.  The image's value structure is weak.  Here is what you have:

far: bright sun and sky
medium-far: mid-bright hills
medium-near: mid-dark tower
near: mid-bright character.

So overall it looks like you are making farther away things brighter, and closer things darker.  That works and makes sense given where you've placed the light source (the sun).  The problem is that the knight's level of brightness is too similar to the hills, meaning that he gets lost among them.  To fit with the rest of your image he should be darker, the darkest thing in the image.

The fact that the knight is a different hue is not that important.  Value is far more important than hue, even among those of us with normal color vision.
Title: Re: Drew a castle scene thing, I used 10 colors (if that counts outlines and such)
Post by: kalphablue on March 16, 2016, 06:18:17 pm
MysteryMeat is right about the guy blending into the hills.  The image's value structure is weak.  Here is what you have:

far: bright sun and sky
medium-far: mid-bright hills
medium-near: mid-dark tower
near: mid-bright character.

So overall it looks like you are making farther away things brighter, and closer things darker.  That works and makes sense given where you've placed the light source (the sun).  The problem is that the knight's level of brightness is too similar to the hills, meaning that he gets lost among them.  To fit with the rest of your image he should be darker, the darkest thing in the image.

The fact that the knight is a different hue is not that important.  Value is far more important than hue, even among those of us with normal color vision.

Ah, I see what you mean. It's harder for me to darken things without using more colors, as I use MS Paint.
Title: Re: Drew a castle scene thing, I used 10 colors (if that counts outlines and such)
Post by: Seiseki on March 16, 2016, 06:53:12 pm
You already have dark colors that you use for breaking up the outlines.. Use those.
Or even black..
Title: Re: Drew a castle scene thing, I used 10 colors (if that counts outlines and such)
Post by: MysteryMeat on March 17, 2016, 12:15:52 am
MysteryMeat is right about the guy blending into the hills.  The image's value structure is weak.  Here is what you have:

far: bright sun and sky
medium-far: mid-bright hills
medium-near: mid-dark tower
near: mid-bright character.

So overall it looks like you are making farther away things brighter, and closer things darker.  That works and makes sense given where you've placed the light source (the sun).  The problem is that the knight's level of brightness is too similar to the hills, meaning that he gets lost among them.  To fit with the rest of your image he should be darker, the darkest thing in the image.

The fact that the knight is a different hue is not that important.  Value is far more important than hue, even among those of us with normal color vision.

Ah, I see what you mean. It's harder for me to darken things without using more colors, as I use MS Paint.

If you need a solid replacement, I recommend aseprite. The pre-1.0 versions are free, and the current version's only ten bucks if i'm remembering right. It's a pretty solid program, works off a cell-based color system that makes it easy to do recolors and such.
Been using it for a couple years now.
Title: Re: Drew a castle scene thing, I used 10 colors (if that counts outlines and such)
Post by: kalphablue on March 17, 2016, 02:52:53 am
MysteryMeat is right about the guy blending into the hills.  The image's value structure is weak.  Here is what you have:

far: bright sun and sky
medium-far: mid-bright hills
medium-near: mid-dark tower
near: mid-bright character.

So overall it looks like you are making farther away things brighter, and closer things darker.  That works and makes sense given where you've placed the light source (the sun).  The problem is that the knight's level of brightness is too similar to the hills, meaning that he gets lost among them.  To fit with the rest of your image he should be darker, the darkest thing in the image.

The fact that the knight is a different hue is not that important.  Value is far more important than hue, even among those of us with normal color vision.

Ah, I see what you mean. It's harder for me to darken things without using more colors, as I use MS Paint.

If you need a solid replacement, I recommend aseprite. The pre-1.0 versions are free, and the current version's only ten bucks if i'm remembering right. It's a pretty solid program, works off a cell-based color system that makes it easy to do recolors and such.
Been using it for a couple years now.
Thanks, it looks like it'll be a great time saver when I need to animate something. Although, it'll take awhile for me to get used to it. I couldn't even find zoom.
Title: Re: Drew a castle scene thing, I used 10 colors (if that counts outlines and such)
Post by: MysteryMeat on March 17, 2016, 05:57:59 am
MysteryMeat is right about the guy blending into the hills.  The image's value structure is weak.  Here is what you have:

far: bright sun and sky
medium-far: mid-bright hills
medium-near: mid-dark tower
near: mid-bright character.

So overall it looks like you are making farther away things brighter, and closer things darker.  That works and makes sense given where you've placed the light source (the sun).  The problem is that the knight's level of brightness is too similar to the hills, meaning that he gets lost among them.  To fit with the rest of your image he should be darker, the darkest thing in the image.

The fact that the knight is a different hue is not that important.  Value is far more important than hue, even among those of us with normal color vision.

Ah, I see what you mean. It's harder for me to darken things without using more colors, as I use MS Paint.

If you need a solid replacement, I recommend aseprite. The pre-1.0 versions are free, and the current version's only ten bucks if i'm remembering right. It's a pretty solid program, works off a cell-based color system that makes it easy to do recolors and such.
Been using it for a couple years now.
Thanks, it looks like it'll be a great time saver when I need to animate something. Although, it'll take awhile for me to get used to it. I couldn't even find zoom.

Should be the scroll wheel.
Title: Re: Drew a castle scene thing, I used 10 colors (if that counts outlines and such)
Post by: kalphablue on March 17, 2016, 09:07:18 pm
MysteryMeat is right about the guy blending into the hills.  The image's value structure is weak.  Here is what you have:

far: bright sun and sky
medium-far: mid-bright hills
medium-near: mid-dark tower
near: mid-bright character.

So overall it looks like you are making farther away things brighter, and closer things darker.  That works and makes sense given where you've placed the light source (the sun).  The problem is that the knight's level of brightness is too similar to the hills, meaning that he gets lost among them.  To fit with the rest of your image he should be darker, the darkest thing in the image.

The fact that the knight is a different hue is not that important.  Value is far more important than hue, even among those of us with normal color vision.

Ah, I see what you mean. It's harder for me to darken things without using more colors, as I use MS Paint.

If you need a solid replacement, I recommend aseprite. The pre-1.0 versions are free, and the current version's only ten bucks if i'm remembering right. It's a pretty solid program, works off a cell-based color system that makes it easy to do recolors and such.
Been using it for a couple years now.
Thanks, it looks like it'll be a great time saver when I need to animate something. Although, it'll take awhile for me to get used to it. I couldn't even find zoom.

Should be the scroll wheel.
Ah, so that's why I couldn't find it; I use a laptop with no mouse.
Title: Re: Drew a castle scene thing, I used 10 colors (if that counts outlines and such)
Post by: rocifier on March 19, 2016, 10:20:10 am
I don't know how you pixel without a mouse. But try Grafx2
Title: Re: Drew a castle scene thing, I used 10 colors (if that counts outlines and such)
Post by: trough on March 19, 2016, 03:04:53 pm
A mouse would be better, but I use a laptop with only the trackpad and recommend Grafx2 (http://pulkomandy.tk/projects/GrafX2/), too.  Almost every button has a one-letter keyboard shortcut; 'd' for drawing tool, 'l' for line tool, scroll with arrow keys.  Pressing F1 while hovering over a button or while viewing a menu activates the built-in help feature for that command, where you can see and remap the keyboard shortcuts.